from __future__ import annotations

from functools import wraps
import inspect
import os
import platform
import random
import time

import numpy as np
from tqdm import tqdm as ProgressDisplay

from manimlib.animation.animation import prepare_animation
from manimlib.animation.transform import MoveToTarget
from manimlib.mobject.mobject import Point
from manimlib.camera.camera import Camera
from manimlib.constants import ARROW_SYMBOLS
from manimlib.constants import DEFAULT_WAIT_TIME
from manimlib.constants import COMMAND_MODIFIER
from manimlib.constants import SHIFT_MODIFIER
from manimlib.event_handler import EVENT_DISPATCHER
from manimlib.event_handler.event_type import EventType
from manimlib.logger import log
from manimlib.mobject.mobject import Group
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.mobject import Point
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.scene.scene_file_writer import SceneFileWriter
from manimlib.utils.config_ops import digest_config
from manimlib.utils.family_ops import extract_mobject_family_members
from manimlib.utils.iterables import list_difference_update

from typing import TYPE_CHECKING

if TYPE_CHECKING:
    from typing import Callable, Iterable

    from PIL.Image import Image

    from manimlib.animation.animation import Animation


PAN_3D_KEY = 'd'
FRAME_SHIFT_KEY = 'f'
ZOOM_KEY = 'z'
RESET_FRAME_KEY = 'r'
QUIT_KEY = 'q'


class Scene(object):
    '''场景类'''
    CONFIG = {
        "window_config": {},
        "camera_class": Camera,
        "camera_config": {},
        "file_writer_config": {},
        "skip_animations": False,
        "always_update_mobjects": False,
        "random_seed": 0,
        "start_at_animation_number": None,
        "end_at_animation_number": None,
        "leave_progress_bars": False,
        "preview": True,
        "presenter_mode": False,
        "linger_after_completion": True,
        "pan_sensitivity": 3,
        "max_num_saved_states": 50,
    }

    def __init__(self, **kwargs):
        '''
        - ``window_config`` : 窗口参数
        - ``camera_config`` : 相机参数
        - ``file_writer_config`` : 文件写入参数
        - ``start_at_animation_number`` : 在某个动画开始播放
        - ``end_at_animation_number`` : 在某个动画结束播放
        - ``preview`` : 是否为预览
        '''
        digest_config(self, kwargs)
        if self.preview:
            from manimlib.window import Window
            self.window = Window(scene=self, **self.window_config)
            self.camera_config["ctx"] = self.window.ctx
            self.camera_config["frame_rate"] = 30  # Where's that 30 from?
            self.undo_stack = []
            self.redo_stack = []
        else:
            self.window = None

        self.camera: Camera = self.camera_class(**self.camera_config)
        self.file_writer = SceneFileWriter(self, **self.file_writer_config)
        self.mobjects: list[Mobject] = [self.camera.frame]
        self.id_to_mobject_map: dict[int, Mobject] = dict()
        self.num_plays: int = 0
        self.time: float = 0
        self.skip_time: float = 0
        self.original_skipping_status: bool = self.skip_animations
        if self.start_at_animation_number is not None:
            self.skip_animations = True

        # Items associated with interaction
        self.mouse_point = Point()
        self.mouse_drag_point = Point()
        self.hold_on_wait = self.presenter_mode
        self.inside_embed = False

        # Much nicer to work with deterministic scenes
        if self.random_seed is not None:
            random.seed(self.random_seed)
            np.random.seed(self.random_seed)

    def __str__(self) -> str:
        return self.__class__.__name__

    def run(self) -> None:
        '''场景运行'''
        self.virtual_animation_start_time: float = 0
        self.real_animation_start_time: float = time.time()
        self.file_writer.begin()

        self.setup()
        try:
            self.construct()
        except EndSceneEarlyException:
            pass
        self.tear_down()

    def setup(self) -> None:
        """在 ``construct`` 被调用前执行，在子类中重写"""
        pass

    def construct(self) -> None:
        '''在此处写入所有动画，由子类重写'''
        # Where all the animation happens
        # To be implemented in subclasses
        pass

    def tear_down(self) -> None:
        '''销毁场景'''
        self.stop_skipping()
        self.file_writer.finish()
        if self.window and self.linger_after_completion:
            self.interact()

    def interact(self) -> None:
        '''交互'''
        # If there is a window, enter a loop
        # which updates the frame while under
        # the hood calling the pyglet event loop
        log.info(
            "Tips: You are now in the interactive mode. Now you can use the keyboard"
            " and the mouse to interact with the scene. Just press `command + q` or `esc`"
            " if you want to quit."
        )
        self.quit_interaction = False
        self.refresh_static_mobjects()
        while not (self.window.is_closing or self.quit_interaction):
            self.update_frame(1 / self.camera.frame_rate)
        if self.window.is_closing:
            self.window.destroy()

    def embed(self, close_scene_on_exit: bool = True) -> None:
        '''使用 IPython 终端交互'''
        if not self.preview:
            # Ignore embed calls when there is no preview
            return
        self.inside_embed = True
        self.stop_skipping()
        self.linger_after_completion = False
        self.update_frame()
        self.save_state()

        # Configure and launch embedded IPython terminal
        from IPython.terminal import embed, pt_inputhooks
        shell = embed.InteractiveShellEmbed.instance()

        # Use the locals namespace of the caller
        local_ns = inspect.currentframe().f_back.f_locals
        # Add a few custom shortcuts
        local_ns.update({
            name: getattr(self, name)
            for name in [
                "play", "wait", "add", "remove", "clear",
                "save_state", "undo", "redo", "i2g", "i2m"
            ]
        })

        # Enables gui interactions during the embed
        def inputhook(context):
            while not context.input_is_ready():
                if not self.window.is_closing:
                    self.update_frame(dt=0)

        pt_inputhooks.register("manim", inputhook)
        shell.enable_gui("manim")

        # Operation to run after each ipython command
        def post_cell_func(*args, **kwargs):
            self.refresh_static_mobjects()
            self.save_state()

        shell.events.register("post_run_cell", post_cell_func)

        # Launch shell, with stack_depth=2 indicating we should use caller globals/locals
        shell(local_ns=local_ns, stack_depth=2)

        self.inside_embed = False
        # End scene when exiting an embed
        if close_scene_on_exit:
            raise EndSceneEarlyException()

    # Only these methods should touch the camera

    def get_image(self) -> Image:
        return self.camera.get_image()

    def show(self) -> None:
        self.update_frame(ignore_skipping=True)
        self.get_image().show()

    def update_frame(self, dt: float = 0, ignore_skipping: bool = False) -> None:
        self.increment_time(dt)
        self.update_mobjects(dt)
        if self.skip_animations and not ignore_skipping:
            return

        if self.window:
            self.window.clear()
        self.camera.clear()
        self.camera.capture(*self.mobjects)

        if self.window:
            self.window.swap_buffers()
            vt = self.time - self.virtual_animation_start_time
            rt = time.time() - self.real_animation_start_time
            if rt < vt:
                self.update_frame(0)

    def emit_frame(self) -> None:
        if not self.skip_animations:
            self.file_writer.write_frame(self.camera)

    # Related to updating

    def update_mobjects(self, dt: float) -> None:
        for mobject in self.mobjects:
            mobject.update(dt)

    def should_update_mobjects(self) -> bool:
        return self.always_update_mobjects or any([
            len(mob.get_family_updaters()) > 0
            for mob in self.mobjects
        ])

    def has_time_based_updaters(self) -> bool:
        return any([
            sm.has_time_based_updater()
            for mob in self.mobjects()
            for sm in mob.get_family()
        ])

    # Related to time

    def get_time(self) -> float:
        '''获取当前场景时间'''
        return self.time

    def increment_time(self, dt: float) -> None:
        self.time += dt

    # Related to internal mobject organization

    def get_top_level_mobjects(self) -> list[Mobject]:
        # Return only those which are not in the family
        # of another mobject from the scene
        mobjects = self.get_mobjects()
        families = [m.get_family() for m in mobjects]

        def is_top_level(mobject):
            num_families = sum([
                (mobject in family)
                for family in families
            ])
            return num_families == 1
        return list(filter(is_top_level, mobjects))

    def get_mobject_family_members(self) -> list[Mobject]:
        return extract_mobject_family_members(self.mobjects)

    def add(self, *new_mobjects: Mobject):
        """将 Mobject 添加到场景中，后添加的会覆盖在上层"""
        self.remove(*new_mobjects)
        self.mobjects += new_mobjects
        self.id_to_mobject_map.update({
            id(sm): sm
            for m in new_mobjects
            for sm in m.get_family()
        })
        return self

    def add_mobjects_among(self, values: Iterable):
        """
        This is meant mostly for quick prototyping,
        e.g. to add all mobjects defined up to a point,
        call self.add_mobjects_among(locals().values())
        """
        self.add(*filter(
            lambda m: isinstance(m, Mobject),
            values
        ))
        return self

    def replace(self, mobject: Mobject, *replacements: Mobject):
        if mobject in self.mobjects:
            index = self.mobjects.index(mobject)
            self.mobjects = [
                *self.mobjects[:index],
                *replacements,
                *self.mobjects[index + 1:]
            ]
        return self

    def remove(self, *mobjects: Mobject):
        """
        从场景中移除所有给定的 mobject ，如果传入的 mobject 在一个 Group 中，那么这个物件会被移除，
        同在该 Group 的其他成员会重新被加载到场景中（但不会重新加载到 Group 中）。

        例如我们有 ``Group(m1, m2, m3)`` ，当场景调用了 ``scene.remove(m1)`` ，那么得到的结果为
        场景中剩余的是未组合的 ``m2`` 和 ``m3``
        """
        for mob in mobjects:
            # First restructure self.mobjects so that parents/grandparents/etc. are replaced
            # with their children, likewise for all ancestors in the extended family.
            for ancestor in mob.get_ancestors(extended=True):
                self.replace(ancestor, *ancestor.submobjects)
            self.mobjects = list_difference_update(self.mobjects, mob.get_family())
        return self

    def bring_to_front(self, *mobjects: Mobject):
        '''移动到最上层'''
        self.add(*mobjects)
        return self

    def bring_to_back(self, *mobjects: Mobject):
        '''移动到下层'''
        self.remove(*mobjects)
        self.mobjects = list(mobjects) + self.mobjects
        return self

    def clear(self):
        '''清空场景'''
        self.mobjects = []
        return self

    def get_mobjects(self) -> list[Mobject]:
        '''获取场景中的物件'''
        return list(self.mobjects)

    def get_mobject_copies(self) -> list[Mobject]:
        '''获取场景中物件的拷贝'''
        return [m.copy() for m in self.mobjects]

    def point_to_mobject(
        self,
        point: np.ndarray,
        search_set: Iterable[Mobject] | None = None,
        buff: float = 0
    ) -> Mobject | None:
        """
        E.g. if clicking on the scene, this returns the top layer mobject
        under a given point
        """
        if search_set is None:
            search_set = self.mobjects
        for mobject in reversed(search_set):
            if mobject.is_point_touching(point, buff=buff):
                return mobject
        return None

    def get_group(self, *mobjects):
        if all(isinstance(m, VMobject) for m in mobjects):
            return VGroup(*mobjects)
        else:
            return Group(*mobjects)

    def id_to_mobject(self, id_value):
        return self.id_to_mobject_map[id_value]

    def ids_to_group(self, *id_values):
        return self.get_group(*filter(
            lambda x: x is not None,
            map(self.id_to_mobject, id_values)
        ))

    def i2g(self, *id_values):
        return self.ids_to_group(*id_values)

    def i2m(self, id_value):
        return self.id_to_mobject(id_value)

    # Related to skipping

    def update_skipping_status(self) -> None:
        if self.start_at_animation_number is not None:
            if self.num_plays == self.start_at_animation_number:
                self.skip_time = self.time
                if not self.original_skipping_status:
                    self.stop_skipping()
        if self.end_at_animation_number is not None:
            if self.num_plays >= self.end_at_animation_number:
                raise EndSceneEarlyException()

    def stop_skipping(self) -> None:
        self.virtual_animation_start_time = self.time
        self.skip_animations = False

    # Methods associated with running animations

    def get_time_progression(
        self,
        run_time: float,
        n_iterations: int | None = None,
        desc: str = "",
        override_skip_animations: bool = False
    ) -> list[float] | np.ndarray | ProgressDisplay:
        if self.skip_animations and not override_skip_animations:
            return [run_time]
        else:
            step = 1 / self.camera.frame_rate
            times = np.arange(0, run_time, step)

        if self.file_writer.has_progress_display:
            self.file_writer.set_progress_display_subdescription(desc)
            return times

        return ProgressDisplay(
            times,
            total=n_iterations,
            leave=self.leave_progress_bars,
            ascii=True if platform.system() == 'Windows' else None,
            desc=desc,
        )

    def get_run_time(self, animations: Iterable[Animation]) -> float:
        return np.max([animation.run_time for animation in animations])

    def get_animation_time_progression(
        self,
        animations: Iterable[Animation]
    ) -> list[float] | np.ndarray | ProgressDisplay:
        '''获取动画进度条，在此过程中播放动画'''
        run_time = self.get_run_time(animations)
        description = f"{self.num_plays} {animations[0]}"
        if len(animations) > 1:
            description += ", etc."
        time_progression = self.get_time_progression(run_time, desc=description)
        return time_progression

    def get_wait_time_progression(
        self,
        duration: float,
        stop_condition: Callable[[], bool] | None = None
    ) -> list[float] | np.ndarray | ProgressDisplay:
        '''获取等待进度条，在此过程中播放等待动画'''
        kw = {"desc": f"{self.num_plays} Waiting"}
        if stop_condition is not None:
            kw["n_iterations"] = -1  # So it doesn't show % progress
            kw["override_skip_animations"] = True
        return self.get_time_progression(duration, **kw)

    def anims_from_play_args(self, *args, **kwargs) -> list[Animation]:
        """
        每个 arg 可以是一个 **动画的实例**，也可以是一个 **mobject 的方法**，后面的 kwargs 
        即为这个方法所包含的参数，可以以字典的形式给出

        这一系列动画会通过参数列表 args 编译

        - 如果是 **动画实例**，则会直接添加到 **动画列表** 中
        - 如果是一个 **mobject 的方法**，则会将它包装成 ``MoveToTarget`` 实例，其中的参数即为后面的字典或参数
            - 直至读取到下一个动画实例，或是下一个 mobject 的方法之前，都是上面一个 ``MoveToTarget`` 的参数
        - 或者采用 `ManimCommunity <https://manim.community>`_ 编写的 ``Mobject.animate`` 
          方法，采用链式操作，将一连串方法编译成一个 ``MoveToTarget``，详见 :class:`manimlib.mobject.mobject._AnimationBuilder`

        一般我们采用 ``Scene.play`` 方法，而不是这个，因为 ``play`` 方法包装得更全面，而 
        ``anims_from_play_args`` 这个方法只是 ``play`` 中的一部分
        """
        animations = []
        state = {
            "curr_method": None,
            "last_method": None,
            "method_args": [],
        }

        def compile_method(state):
            if state["curr_method"] is None:
                return
            mobject = state["curr_method"].__self__
            if state["last_method"] and state["last_method"].__self__ is mobject:
                animations.pop()
                # method should already have target then.
            else:
                mobject.generate_target()
            #
            if len(state["method_args"]) > 0 and isinstance(state["method_args"][-1], dict):
                method_kwargs = state["method_args"].pop()
            else:
                method_kwargs = {}
            state["curr_method"].__func__(
                mobject.target,
                *state["method_args"],
                **method_kwargs
            )
            animations.append(MoveToTarget(mobject))
            state["last_method"] = state["curr_method"]
            state["curr_method"] = None
            state["method_args"] = []

        for arg in args:
            if inspect.ismethod(arg):
                compile_method(state)
                state["curr_method"] = arg
            elif state["curr_method"] is not None:
                state["method_args"].append(arg)
            elif isinstance(arg, Mobject):
                raise Exception("""
                    I think you may have invoked a method
                    you meant to pass in as a Scene.play argument
                """)
            else:
                try:
                    anim = prepare_animation(arg)
                except TypeError:
                    raise TypeError(f"Unexpected argument {arg} passed to Scene.play()")

                compile_method(state)
                animations.append(anim)
        compile_method(state)

        for animation in animations:
            # This is where kwargs to play like run_time and rate_func
            # get applied to all animations
            animation.update_config(**kwargs)

        return animations

    def handle_play_like_call(func):
        @wraps(func)
        def wrapper(self, *args, **kwargs):
            if self.inside_embed:
                self.save_state()

            self.update_skipping_status()
            should_write = not self.skip_animations
            if should_write:
                self.file_writer.begin_animation()

            if self.window:
                self.real_animation_start_time = time.time()
                self.virtual_animation_start_time = self.time

            self.refresh_static_mobjects()
            func(self, *args, **kwargs)

            if should_write:
                self.file_writer.end_animation()

            if self.inside_embed:
                self.save_state()

            self.num_plays += 1
        return wrapper

    def refresh_static_mobjects(self) -> None:
        self.camera.refresh_static_mobjects()

    def begin_animations(self, animations: Iterable[Animation]) -> None:
        for animation in animations:
            animation.begin()
            # Anything animated that's not already in the
            # scene gets added to the scene.  Note, for
            # animated mobjects that are in the family of
            # those on screen, this can result in a restructuring
            # of the scene.mobjects list, which is usually desired.
            if animation.mobject not in self.mobjects:
                self.add(animation.mobject)

    def progress_through_animations(self, animations: Iterable[Animation]) -> None:
        last_t = 0
        for t in self.get_animation_time_progression(animations):
            dt = t - last_t
            last_t = t
            for animation in animations:
                animation.update_mobjects(dt)
                alpha = t / animation.run_time
                animation.interpolate(alpha)
            self.update_frame(dt)
            self.emit_frame()

    def finish_animations(self, animations: Iterable[Animation]) -> None:
        for animation in animations:
            animation.finish()
            animation.clean_up_from_scene(self)
        if self.skip_animations:
            self.update_mobjects(self.get_run_time(animations))
        else:
            self.update_mobjects(0)

    @handle_play_like_call
    def play(self, *args, **kwargs) -> None:
        '''播放动画'''
        if len(args) == 0:
            log.warning("Called Scene.play with no animations")
            return
        animations = self.anims_from_play_args(*args, **kwargs)
        self.begin_animations(animations)
        self.progress_through_animations(animations)
        self.finish_animations(animations)

    @handle_play_like_call
    def wait(
        self,
        duration: float = DEFAULT_WAIT_TIME,
        stop_condition: Callable[[], bool] = None,
        note: str = None,
        ignore_presenter_mode: bool = False
    ):
        '''等待一段时间'''
        self.update_mobjects(dt=0)  # Any problems with this?
        if self.presenter_mode and not self.skip_animations and not ignore_presenter_mode:
            if note:
                log.info(note)
            while self.hold_on_wait:
                self.update_frame(dt=1 / self.camera.frame_rate)
            self.hold_on_wait = True
        else:
            time_progression = self.get_wait_time_progression(duration, stop_condition)
            last_t = 0
            for t in time_progression:
                dt = t - last_t
                last_t = t
                self.update_frame(dt)
                self.emit_frame()
                if stop_condition is not None and stop_condition():
                    break
        self.refresh_static_mobjects()
        return self

    def wait_until(
        self,
        stop_condition: Callable[[], bool],
        max_time: float = 60
    ):
        self.wait(max_time, stop_condition=stop_condition)

    def force_skipping(self):
        self.original_skipping_status = self.skip_animations
        self.skip_animations = True
        return self

    def revert_to_original_skipping_status(self):
        if hasattr(self, "original_skipping_status"):
            self.skip_animations = self.original_skipping_status
        return self

    def add_sound(
        self,
        sound_file: str,
        time_offset: float = 0,
        gain: float | None = None,
        gain_to_background: float | None = None
    ):
        '''添加声音'''
        if self.skip_animations:
            return
        time = self.get_time() + time_offset
        self.file_writer.add_sound(sound_file, time, gain, gain_to_background)

    # Helpers for interactive development

    def get_state(self) -> tuple[list[tuple[Mobject, Mobject]], int]:
        if self.undo_stack:
            last_state = dict(self.undo_stack[-1])
        else:
            last_state = {}
        result = []
        n_changes = 0
        for mob in self.mobjects:
            # If it hasn't changed since the last state, just point to the
            # same copy as before
            if mob in last_state and last_state[mob].looks_identical(mob):
                result.append((mob, last_state[mob]))
            else:
                result.append((mob, mob.copy()))
                n_changes += 1
        return result, n_changes

    def restore_state(self, mobject_states: list[tuple[Mobject, Mobject]]):
        self.mobjects = [mob.become(mob_copy) for mob, mob_copy in mobject_states]

    def save_state(self) -> None:
        '''保存场景当前状态'''
        if not self.preview:
            return
        self.redo_stack = []
        state, n_changes = self.get_state()
        if n_changes > 0:
            self.undo_stack.append(state)
            if len(self.undo_stack) > self.max_num_saved_states:
                self.undo_stack.pop(0)

    def undo(self):
        if self.undo_stack:
            state, n_changes = self.get_state()
            self.redo_stack.append(state)
            self.restore_state(self.undo_stack.pop())
        self.refresh_static_mobjects()

    def redo(self):
        if self.redo_stack:
            state, n_changes = self.get_state()
            self.undo_stack.append(state)
            self.restore_state(self.redo_stack.pop())
        self.refresh_static_mobjects()

    def save_mobject_to_file(self, mobject: Mobject, file_path: str | None = None) -> None:
        if file_path is None:
            file_path = self.file_writer.get_saved_mobject_path(mobject)
            if file_path is None:
                return
        mobject.save_to_file(file_path)

    def load_mobject(self, file_name):
        if os.path.exists(file_name):
            path = file_name
        else:
            directory = self.file_writer.get_saved_mobject_directory()
            path = os.path.join(directory, file_name)
        return Mobject.load(path)

    # Event handling

    def on_mouse_motion(
        self,
        point: np.ndarray,
        d_point: np.ndarray
    ) -> None:
        '''鼠标移动事件'''
        self.mouse_point.move_to(point)

        event_data = {"point": point, "d_point": d_point}
        propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseMotionEvent, **event_data)
        if propagate_event is not None and propagate_event is False:
            return

        frame = self.camera.frame
        # Handle perspective changes
        if self.window.is_key_pressed(ord(PAN_3D_KEY)):
            frame.increment_theta(-self.pan_sensitivity * d_point[0])
            frame.increment_phi(self.pan_sensitivity * d_point[1])
        # Handle frame movements
        elif self.window.is_key_pressed(ord(FRAME_SHIFT_KEY)):
            shift = -d_point
            shift[0] *= frame.get_width() / 2
            shift[1] *= frame.get_height() / 2
            transform = frame.get_inverse_camera_rotation_matrix()
            shift = np.dot(np.transpose(transform), shift)
            frame.shift(shift)

    def on_mouse_drag(
        self,
        point: np.ndarray,
        d_point: np.ndarray,
        buttons: int,
        modifiers: int
    ) -> None:
        '''鼠标拖拽事件'''
        self.mouse_drag_point.move_to(point)

        event_data = {"point": point, "d_point": d_point, "buttons": buttons, "modifiers": modifiers}
        propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseDragEvent, **event_data)
        if propagate_event is not None and propagate_event is False:
            return

    def on_mouse_press(
        self,
        point: np.ndarray,
        button: int,
        mods: int
    ) -> None:
        '''鼠标按下事件'''
        self.mouse_drag_point.move_to(point)
        event_data = {"point": point, "button": button, "mods": mods}
        propagate_event = EVENT_DISPATCHER.dispatch(EventType.MousePressEvent, **event_data)
        if propagate_event is not None and propagate_event is False:
            return

    def on_mouse_release(
        self,
        point: np.ndarray,
        button: int,
        mods: int
    ) -> None:
        '''鼠标弹起事件'''
        event_data = {"point": point, "button": button, "mods": mods}
        propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseReleaseEvent, **event_data)
        if propagate_event is not None and propagate_event is False:
            return

    def on_mouse_scroll(
        self,
        point: np.ndarray,
        offset: np.ndarray
    ) -> None:
        '''鼠标滚轮滚动事件'''
        event_data = {"point": point, "offset": offset}
        propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseScrollEvent, **event_data)
        if propagate_event is not None and propagate_event is False:
            return

        frame = self.camera.frame
        if self.window.is_key_pressed(ord(ZOOM_KEY)):
            factor = 1 + np.arctan(10 * offset[1])
            frame.scale(1 / factor, about_point=point)
        else:
            transform = frame.get_inverse_camera_rotation_matrix()
            shift = np.dot(np.transpose(transform), offset)
            frame.shift(-20.0 * shift)

    def on_key_release(
        self,
        symbol: int,
        modifiers: int
    ) -> None:
        '''键盘释放事件'''
        event_data = {"symbol": symbol, "modifiers": modifiers}
        propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyReleaseEvent, **event_data)
        if propagate_event is not None and propagate_event is False:
            return

    def on_key_press(
        self,
        symbol: int,
        modifiers: int
    ) -> None:
        '''键盘按下事件'''
        try:
            char = chr(symbol)
        except OverflowError:
            log.warning("The value of the pressed key is too large.")
            return

        event_data = {"symbol": symbol, "modifiers": modifiers}
        propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyPressEvent, **event_data)
        if propagate_event is not None and propagate_event is False:
            return

        if char == RESET_FRAME_KEY:
            self.camera.frame.to_default_state()
        elif char == "z" and modifiers == COMMAND_MODIFIER:
            self.undo()
        elif char == "z" and modifiers == COMMAND_MODIFIER | SHIFT_MODIFIER:
            self.redo()
        # command + q
        elif char == QUIT_KEY and modifiers == COMMAND_MODIFIER:
            self.quit_interaction = True
        # Space or right arrow
        elif char == " " or symbol == ARROW_SYMBOLS[2]:
            self.hold_on_wait = False

    def on_resize(self, width: int, height: int) -> None:
        '''窗口缩放事件'''
        self.camera.reset_pixel_shape(width, height)

    def on_show(self) -> None:
        pass

    def on_hide(self) -> None:
        pass

    def on_close(self) -> None:
        pass


class EndSceneEarlyException(Exception):
    pass
